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7 categories

Items

2565 of 2565 entries · Showing 251–300

Bracers of Flying Daggers

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.

Source: Waterdeep: Dragon Heist p. 190

Brass 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 fire damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass 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

Brass mug with jade inlay

Type

Treasure

Value

250

Description

Source: Dungeon Master's Guide p. 135

Brazier of Commanding Fire Elementals

Type

Wondrous Item

Magic

Yes

Details

rare

Weight

5

Description

While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn.

The brazier weighs 5 pounds.

Source: Dungeon Master's Guide p. 156

Breastplate

Type

Medium Armor

Weight

20

Description

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Source: Player's Handbook p. 145

Value

400

Armor Class

14

Breastplate +1

Type

Medium Armor

Magic

Yes

Details

rare

Weight

20

Description

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

Source: Dungeon Master's Guide p. 152

Modifier

ac +1

Category

bonus

Armor Class

14

Breastplate +2

Type

Medium Armor

Magic

Yes

Details

very rare

Weight

20

Description

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

Source: Dungeon Master's Guide p. 152

Modifier

ac +2

Category

bonus

Armor Class

14

Breastplate +3

Type

Medium Armor

Magic

Yes

Details

legendary

Weight

20

Description

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

Source: Dungeon Master's Guide p. 152

Modifier

ac +3

Category

bonus

Armor Class

14

Breastplate of Acid Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

20

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

14

Breastplate of Balance

Type

Medium Armor

Magic

Yes

Weight

20

Details

rare (requires attunement)

Description

This burnished copper breastplate looks as if it were made of interlocking gears. Merchant's scales are emblazoned across the chest.

The armor has 4 charges. You can use the charges in the following ways while wearing the armor:

Equalize. When you or a creature you can see within 60 feet of yourself is about to roll a d20 with advantage or disadvantage, you can expend 1 charge and take a reaction to prevent the roll from being affected by advantage or disadvantage.

Expunge Imbalance. As a bonus action, you can expend 2 charges to cast the Lesser Restoration spell from the armor. The armor regains 1d4 expended charges daily at dawn. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Source: The Book of Many Things p. 34

Armor Class

14

Breastplate of Cold Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

20

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

14

Breastplate of Fire Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

20

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

14

Breastplate of Force Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

20

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

14

Breastplate of Fungal Spores

Type

Medium Armor

Magic

Yes

Weight

20

Details

uncommon

Description

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

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Source: The Book of Many Things p. 65

Armor Class

14

Breastplate of Gleaming

Type

Medium Armor

Magic

Yes

Details

common

Weight

20

Description

This armor never gets dirty.

Source: Xanathar's Guide to Everything p. 136

Armor Class

15

Breastplate of Lightning Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

20

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

14

Breastplate of Necrotic Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

20

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

14

Breastplate of Poison Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

20

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

14

Breastplate of Psychic Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

20

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

14

Breastplate of Radiant Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

20

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

14

Breastplate of the Fallen

Type

Medium Armor

Magic

Yes

Weight

20

Details

uncommon (requires attunement)

Description

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

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

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Source: The Book of Many Things p. 65

Armor Class

14

Breastplate of Thunder Resistance

Type

Medium Armor

Magic

Yes

Details

rare (requires attunement)

Weight

20

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

14

Breastplate of Weightlessness

Type

Medium Armor

Magic

Yes

Weight

20

Details

uncommon (requires attunement)

Description

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

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

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Source: The Book of Many Things p. 65

Armor Class

14

Breathing Bubble

Type

Wondrous Item

Magic

Yes

Details

Common

Description

This translucent, bubble-like sphere has a slightly tacky outer surface. The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn.

You gain the item's benefits by wearing it over your head like a helmet. When it's not being worn, the breathing bubble retains its bubble shape.

Source: Critical Role: Call of the Netherdeep p. 212, Explorer's Guide to Wildemount p. 266

Brewer's Supplies

Type

Adventuring Gear

Weight

9

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.

Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.

Components: Brewer's supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.

History: Proficiency with brewer's supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.

Medicine: This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.

Persuasion: A stiff drink can help soften the hardest heart. Your proficiency with brewer's supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.

Potable Water: Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.

Source: Player's Handbook p. 154

Value

20

Bridle of Capturing

Type

Wondrous Item

Magic

Yes

Details

rare

Description

This fine leather bridle tugs at the hand when first held, as though it longs to reach out for a beast nearby. When you hold one end of the bridle, you can use an action to speak its command word, causing the other end to lash out at a beast you can see within 20 feet of you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie itself around its neck, then fall under your command as if subjected to the dominate beast spell. Once the targeted is affected, you do not need to hold the other end of the bridle to command it. With a successful saving throw, the target becomes immune to the bridle's power until the next dawn.

A creature controlled by the bridle can be released by the creature that bound it as a bonus action. A creature controlled by the bridle can make a DC 17 Charisma check each day at dawn. On a success, the creature is no longer affected by the bridle.

Source: Infernal Machine Rebuild p. 94

Bronze crown

Type

Treasure

Value

250

Description

Source: Dungeon Master's Guide p. 135

Bronze 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 bronze 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

Brooch of Living Essence

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that would reveal your alignment treat it as neutral.

Source: Explorer's Guide to Wildemount p. 266

Brooch of Shielding

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Source: Dungeon Master's Guide p. 156

Broom of Flying

Type

Wondrous Item

Magic

Yes

Details

uncommon

Weight

3

Description

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

Source: Dungeon Master's Guide p. 156

Bucket

Type

Adventuring Gear

Weight

2

Description

A bucket holds 3 gallons of liquid or 1/2 cubic foot of solids.

Source: Player's Handbook p. 153

Value

0.05

Bullet of Slaying

Type

Ammunition

Magic

Yes

Details

very rare

Weight

0.2

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 a bullet of slaying takes damage from the bullet 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.

Source: Dungeon Master's Guide p. 152

Dice Rolls

6d10

Bullets

Type

Ammunition

Weight

0.2

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: Dungeon Master's Guide

Value

0.3

Bullets +1

Type

Ammunition

Magic

Yes

Details

uncommon

Weight

0.2

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

Bullets +2

Type

Ammunition

Magic

Yes

Details

rare

Weight

0.2

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

Bullets +3

Type

Ammunition

Magic

Yes

Details

very rare

Weight

0.2

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

Bullseye Lantern

Type

Adventuring Gear

Weight

2

Description

A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Source: Player's Handbook p. 152

Value

10

Burglar's Pack

Type

Adventuring Gear

Weight

44.5

Description

Includes:

• a backpack

• a bag of 1,000 ball bearings

• 10 feet of string

• a bell

• 5 candles

• a crowbar

• a hammer

• 10 pitons

• a hooded lantern

• 2 flasks of oil

• 5 days rations

• a tinderbox

• a waterskin

• 50 feet of hempen rope

Source: Player's Handbook p. 151

Value

16

Butcher's Bib

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron:

• Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total.

• Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20.

Source: Explorer's Guide to Wildemount p. 266

Cabal's Ruin

Type

Wondrous Item

Magic

Yes

Details

legendary (requires attunement)

Description

This cloak is made of heavy dark cloth trimmed with golden patterns, and occasionally shimmers with sparks of arcane energy. It was once worn by the famed gunslinger Percival Fredrickstein von Musel Klossowski de Rolo III of Whitestone.

Dormant

While Cabal's Ruin is in a dormant state, the cloak has 4 charges and it regains 1d4 expended charges daily at dawn. When you hit with an attack, you can expend any number of charges from the cloak, with the attack dealing an extra 1d6 lightning damage per charge expended. If your attack strikes multiple targets, you choose one target that takes this extra damage.

When you are targeted by an enemy's spell, you can use your reaction to absorb a portion of the spell's energy into the cloak. The spell affects you normally, but the cloak regains a number of charges equal to the level of the spell. This property can't be used again until you finish a short or long rest.

Awakened

When Cabal's Ruin reaches an awakened state, you gain the following benefits:

• You have advantage on saving throws against spells and other magical effects while wearing this cloak.

• The cloak has 6 charges and it regains 1d4 + 2 expended charges daily at dawn.

• When you use the cloak to absorb a spell, you gain resistance to one type of damage dealt by the spell(your choice). This resistance then lasts until the end of your next turn.

Exalted

When Cabal's Ruin reaches an exalted state, you gain the following benefit:

• The cloak has 10 charges and it regains 1d6 + 4 expended charges daily at dawn.

Source: Tal'Dorei Campaign Setting: Reborn p. 203

Calligrapher's Supplies

Type

Adventuring Gear

Weight

5

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.

Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher's training involves long hours of studying writing and attempting to replicate its style and design.

Components: Calligrapher's supplies include ink, a dozen sheets of parchment, and three quills.

Arcana. Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.

History: This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.

Decipher Treasure Map: This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map's age, whether a map includes any hidden messages, or similar facts.

Source: Player's Handbook p. 154

Value

10

Caltrops

Type

Adventuring Gear

Weight

0.1

Description

As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

Source: Player's Handbook p. 151

Value

0.05

Camel

Type

Adventuring Gear

Description

Source: Player's Handbook p. 157

Value

50

Candle

Type

Adventuring Gear

Description

For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Source: Player's Handbook p. 151

Value

0.01

Candle of Invocation

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly.

d20 | Alignment

1-2 | Chaotic evil

3-4 | Chaotic Neutral

5-7 | Chaotic good

8-9 | Neutral evil

10-11 | Neutral

12-13 | Neutral good

14-15 | Lawful evil

16-17 | Lawful neutral

18-20 | Lawful good

The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.

Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.

Source: Dungeon Master's Guide p. 157

Candle of the Deep

Type

Wondrous Item

Magic

Yes

Details

common

Description

The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Source: Xanathar's Guide to Everything p. 136

Canian Fork

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

4

Description

You have a +3 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one additional attack with it as a bonus action on each of your turns.

Curse. You're unwilling to part with this weapon while attuned to it. You're also vulnerable to radiant damage and each time you receive magical healing, you must make a DC 15 Constitution saving throw. On a failed save, the healing has no effect. Only the Remove Curse spell allows you to end attunement to this item.

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

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

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

Proficiency: martial, trident

Source: Chains of Asmodeus p. 267

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

M,T,V

Range

20/60

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Cap of Water Breathing

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Source: Dungeon Master's Guide p. 157

Cape of Enlargement

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

Ancient runes are stitched in silver thread along the hem of this grayish-purple cape.

The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits:

• Your size increases by one category—from Medium to Large, for example. If there isn't enough room for your size to increase by one category, you instead become the maximum possible size in the space available.

• You have advantage on Strength checks and Strength saving throws.

• When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack's damage.

These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn.

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