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7 categories

Items

2565 of 2565 entries · Showing 201–250

Bloodshed Scimitar

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

The hilt of this sword bears a carnelian engraved with the blood rune.

You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.

Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword's rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.

If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon's damage.

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

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: martial, scimitar

Source: Bigby Presents: Glory of the Giants p. 111

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Bloodshed Shortsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

The hilt of this sword bears a carnelian engraved with the blood rune.

You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.

Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword's rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.

If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon's damage.

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

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: martial, shortsword

Source: Bigby Presents: Glory of the Giants p. 111

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Bloodstone

Type

Treasure

Value

50

Description

opaque dark gray with red flecks

Source: Dungeon Master's Guide p. 134

Bloodwell Vial, +1

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement by a sorcerer)

Description

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 122

Modifier

spell attack +1

Category

bonus

spell dc +1

Category

bonus

Bloodwell Vial, +2

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement by a sorcerer)

Description

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 122

Modifier

spell attack +2

Category

bonus

spell dc +2

Category

bonus

Bloodwell Vial, +3

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement by a sorcerer)

Description

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Source: Tasha's Cauldron of Everything p. 122

Modifier

spell attack +3

Category

bonus

spell dc +3

Category

bonus

Blowgun

Type

Ranged Weapon

Weight

1

Description

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

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.

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

Proficiency: martial, blowgun

Source: Player's Handbook p. 149

Value

10

Damage

1

Damage Type

Piercing

Properties

M,A,LD

Range

25/100

Blowgun +1

Type

Ranged Weapon

Magic

Yes

Details

uncommon

Weight

1

Description

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

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

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

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.

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

Proficiency: martial, blowgun

Source: Dungeon Master's Guide p. 152

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Damage

1

Damage Type

Piercing

Properties

M,A,LD

Range

25/100

Blowgun +2

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

1

Description

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

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

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

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.

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

Proficiency: martial, blowgun

Source: Dungeon Master's Guide p. 152

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Damage

1

Damage Type

Piercing

Properties

M,A,LD

Range

25/100

Blowgun +3

Type

Ranged Weapon

Magic

Yes

Details

very rare

Weight

1

Description

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

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

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

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.

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

Proficiency: martial, blowgun

Source: Dungeon Master's Guide p. 152

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Damage

1

Damage Type

Piercing

Properties

M,A,LD

Range

25/100

Blowgun Needle of Slaying

Type

Ammunition

Magic

Yes

Details

very rare

Weight

0.02

Description

A blowgun needle 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 needles of dragon slaying and needles of blue dragon slaying. If a creature belonging to the type, race, or group associated with a needle of slaying takes damage from the needle the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once a needle of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needle.

Source: Dungeon Master's Guide p. 152

Dice Rolls

6d10

Blowgun Needles

Type

Ammunition

Weight

0.02

Description

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

Source: Player's Handbook p. 150

Value

0.02

Blowgun Needles +1

Type

Ammunition

Magic

Yes

Details

uncommon

Weight

0.02

Description

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

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Blowgun Needles +2

Type

Ammunition

Magic

Yes

Details

rare

Weight

0.02

Description

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

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +2

Category

bonus

ranged damage +2

Category

bonus

Blowgun Needles +3

Type

Ammunition

Magic

Yes

Details

very rare

Weight

0.02

Description

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

Source: Dungeon Master's Guide p. 150

Modifier

ranged attacks +3

Category

bonus

ranged damage +3

Category

bonus

Blowgun of Certain Death

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

1

Properties

A,LD

Damage

1

Damage Type

Piercing

Range

25/100

Description

When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 270

Blowgun of Throne's Command

Type

Ranged Weapon

Magic

Yes

Weight

1

Details

very rare (requires attunement)

Description

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

Damage

1

Damage Type

Piercing

Properties

M, A, LD

Range

25/100

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Blowgun of Warning

Type

Ranged Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

1

Description

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

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

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

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.

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

Proficiency: martial, blowgun

Source: Dungeon Master's Guide p. 213

Damage

1

Damage Type

Piercing

Properties

M,A,LD

Range

25/100

Blue Dragon Mask

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.

Damage Absorption: You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to acid damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.

Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.

Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.

Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.

Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Blue Dragons.

Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.

Lingering Shock: If you deal lightning damage to a creature, it can't take reactions until its next turn.

Source: Rise of Tiamat Online Supplement p. 4

Blue Dragon Scale Mail

Type

Medium Armor

Magic

Yes

Details

very rare (requires attunement)

Weight

45

Description

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn.

Source: Dungeon Master's Guide p. 165

Modifier

ac +1

Category

bonus

Armor Class

14

Stealth

1

Blue quartz

Type

Treasure

Value

10

Description

transparent pale blue

Source: Dungeon Master's Guide p. 134

Blue sapphire

Type

Treasure

Value

1000

Description

transparent blue-white to medium blue

Source: Dungeon Master's Guide p. 134

Blue spinel

Type

Treasure

Value

500

Description

transparent deep blue

Source: Dungeon Master's Guide p. 134

Blunderbuss

Type

Ranged Weapon

Weight

10

Description

A ranged weapon that is powerful at short range.

Reload 1, Misfire 2

Proficiency: firearms

Ammunition: 5gp (20)

Source: Matthew Mercer - Gunslinger 1.3 p. 3

Damage

2d8

Damage Type

Piercing

Properties

M,A,LD

Range

15/60

Bobbing Lily Pad

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water's surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it.

The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.

Source: The Wild Beyond the Witchlight p. 208

Bombard (Vehicle)

Type

Adventuring Gear

Details

Vehicle

Description

Bombards are built by giff. The major feature of each ship is an enormous cannon that fires massive cannon balls capable of blowing other ships to smithereens. (The cannon is included in the cost of the ship.) A bombard can carry up to fourteen giant cannon balls, each of which weighs 10 tons. These cannon balls make up most of the weight of the ship's cargo. A winch mounted on the aft deck is used to load the cannon balls on board.

A bombard can float and sail on water, but it can't land safely on the ground (its keel would cause it to roll on its side).

Size: Large Vehicle (140 ft. by 30 ft.)

Armor Class: 15 (wood)

Hit Points: 300

Damage Threshold: 20

Speed: flying speed 35 ft. (4 mph)

Cost: 50000 gp

Keel/Beam: 140 ft. / 30 ft.

Crew: 12

Cargo: 150 tons

2 Ballista (3 Crew Each)

Armor Class 15

Hit Points 50 each

Cost 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Giant Cannon

Armor Class 19

Hit Points 250

Cost -- gp (cannon), 1000 gp (giant cannon ball)

It takes 3 actions to load the enormous cannon and 1 action to fire it.

Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 88 (16d10) bludgeoning damage.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 26

Book

Type

Adventuring Gear

Weight

5

Description

A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).

Source: Player's Handbook p. 151

Value

25

Book of Exalted Deeds

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement by a creature of good alignment)

Weight

5

Description

The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil.

The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.

A heavy clasp, wrought to look like angel wings,. keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind.

Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book.

Random Properties: The Book of Exalted Deeds has the following random properties:

• 2 minor beneficial properties

• 2 major beneficial properties

Increased Wisdom: After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once.

Enlightened Magic: Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher.

Halo: Once you've read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo's bright light make attack rolls against you with disadvantage.

Destroying the Book: It is rumored that the Book of Exalted Deeds can't be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years.

Source: Dungeon Master's Guide p. 222

Modifier

wisdom +2

Category

ability score

Book of Vile Darkness

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Weight

5

Description

The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness.

Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.

Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined.

Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.

A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within.

Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil.

The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned.

Random Properties: The Book of Vile Darkness has the following random properties:

• 3 minor beneficial properties

• 1 major beneficial property

• 3 minor detrimental properties

• 2 major detrimental properties

Adjusted Ability Scores: After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again.

Mark of Darkness: After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures.

Command Evil: While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can't use this property again until the next dawn.

Dark Lore: You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.

Dark Speech: While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.

Destroying the Book: The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.

If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.

A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 x 100 years later.

If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed.

Source: Dungeon Master's Guide p. 222

Book of Vile Darkness (Variant)

Type

Wondrous Item

Magic

Yes

Details

artifact (requires attunement)

Weight

5

Description

The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness.

Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.

Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined.

Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.

A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within.

Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil.

The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned.

The Book of Vile Darkness has the following properties:

Circle of Death. While attuned to the book, you can cast circle of death (save DC 20) from it as an action. After you cast the spell, roll a d6. On a roll of 1-5, you can't use this property again until the next dawn.

Condition Immunities. While attuned to the book, you can't be charmed or frightened.

Evil Presence. The book houses an evil spirit that is hostile toward you. When you become attuned to the book, the spirit tries to leave the book and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM's control until the intruding spirit is banished using magic such as the dispel evil and good spell. The banished spirit returns to the book.

Adjusted Ability Scores. After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again.

Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures.

Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can't use this property again until the next dawn.

Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.

Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.

Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.

If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.

A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 × 100 years later.

If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed.

Source: Keys from the Golden Vault p. 207

Bookmark

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

1

Description

This +3 dagger belongs to Artus Cimber (see appendix D). While you have the dagger drawn, you can use a bonus action to activate one of the following properties:

• Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.

• Turn the dagger into a compass that, while resting on your palm, points north.

• Cast dimension door from the dagger. Once this property is used, it can't be used again until the next dawn.

• Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but it targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn.

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: Tomb of Annihilation p. 206

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Boomerang Shield

Type

Shield

Magic

Yes

Weight

6

Details

uncommon (requires attunement)

Description

You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you're proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.

Source: The Book of Many Things p. 66

Armor Class

2

Boots of Elvenkind

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Source: Dungeon Master's Guide p. 155

Boots of False Tracks

Type

Wondrous Item

Magic

Yes

Details

common

Description

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Source: Xanathar's Guide to Everything p. 136

Boots of Haste

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

While you wear these boots, you can click your heels together to cast the haste spell on yourself as a bonus action. You don't suffer from lethargy when the spell ends when cast using these boots. Once this property is used, it can't be used again until next dawn.

Source: Tal'Dorei Campaign Setting: Reborn p. 194

Boots of Levitation

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

Source: Dungeon Master's Guide p. 155

Boots of Speed

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

Source: Dungeon Master's Guide p. 155

Boots of Striding and Springing

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Source: Dungeon Master's Guide p. 156

Boots of the Vigilant

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

While you wear these boots, you can sense impending danger. After you roll initiative, you can choose to roll a d8 and add it to your initiative roll. Once this property is used, it can't be used again until the next dawn.

Source: Tal'Dorei Campaign Setting: Reborn p. 194

Boots of the Winterlands

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

• You have resistance to cold damage.

• You ignore difficult terrain created by ice or snow.

• You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.

Source: Dungeon Master's Guide p. 156

Bottle of Boundless Coffee

Type

Wondrous Item

Magic

Yes

Details

common

Value

100

Description

This metal bottle carries delicious, warm coffee. The bottle comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won't accept any liquid other than the coffee it produces. The coffee inside is always comfortably warm, and none of the heat can be felt through the bottle.

Each time you drink the coffee, roll a d20. On a 1, the bottle refuses to dispense coffee for the next hour. If you pour coffee from the bottle, rather than drinking from it, the coffee vanishes the moment it leaves the bottle.

Source: Strixhaven: A Curriculum of Chaos p. 38

Dice Rolls

1d20

Bottle stopper cork embossed with gold leaf and set with amethysts

Type

Treasure

Value

750

Description

Source: Dungeon Master's Guide p. 135

Bottled Breath

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.

If you inhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath.

Source: Princes of the Apocalypse p. 222

Bowl of Commanding Water Elementals

Type

Wondrous Item

Magic

Yes

Details

rare

Weight

3

Description

While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn.

The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.

Source: Dungeon Master's Guide p. 156

Box of turquoise animal figurines

Type

Treasure

Value

250

Description

Source: Dungeon Master's Guide p. 135

Bracelet of Rock Magic

Type

Wondrous Item

Magic

Yes

Details

very rare, cursed (requires attunement)

Description

While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.

Curse: The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.

Source: Tales from the Yawning Portal p. 228

Bracers of Archery

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Source: Dungeon Master's Guide p. 156

Modifier

ranged damage +2

Category

bonus

Bracers Of Asmodeus

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

You have a +2 bonus to AC while wearing these bracers, if you do not wear armor or use a shield at the same time.

Curse. While attuned to the bracers, you become obsessed with plotting, scheming, and manipulation. You always barter for better deals, often using secrets or leveraging other offers in the process. If you ever decline an opportunity to better yourself financially at another's expense, you immediately take 3d10 necrotic damage. Only the Remove Curse spell allows you to end attunement to this item.

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

Source: Chains of Asmodeus p. 267

Bracers of Celerity

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs.

While you're wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself.

Source: Phandelver and Below: The Shattered Obelisk p. 217

Modifier

speed +10

Category

bonus

Bracers of Defense

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Source: Dungeon Master's Guide p. 156

Modifier

unarmored armor class +2

Category

bonus