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7 categories

Items

2565 of 2565 entries · Showing 301–350

Cape of the Mountebank

Type

Wondrous Item

Magic

Yes

Details

rare

Description

This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Source: Dungeon Master's Guide p. 157

Card Sharp's Deck

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

The cards of this deck shimmer around the edges. While holding this deck, you can use the following properties:

Deadly Deal. As an action, you can use this deck to make a ranged spell attack by throwing a spectral card and using Dexterity for the attack roll. The card has a range of 120 feet and deals 1d8 force damage on a hit.

Spray of Cards. As an action, you can shuffle the deck and cast the Spray of Cards spell at 3rd level from the deck (spell save DC 15). Once the deck has cast the spell, it can't cast the spell again until the next dawn.

Source: The Book of Many Things p. 40

Carnelian

Type

Treasure

Value

50

Description

opaque orange to red-brown

Source: Dungeon Master's Guide p. 134

Carpenter's Tools

Type

Adventuring Gear

Weight

6

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.

Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.

Components: Carpenter's tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.

History: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.

Investigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.

Perception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.

Stealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on.

Fortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.

Temporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.

Source: Player's Handbook p. 154

Value

8

Carpet of Flying

Type

Wondrous Item

Magic

Yes

Details

very rare

Description

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

Four sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly.

d100 | Size | Capacity | Flying Speed

01-20 | 3 ft. x 5 ft. | 200 lb. | 80 feet

21-55 | 4 ft. x 6 ft. | 400 lb. | 60 feet

56-80 | 5 ft. x 7 ft. | 600 lb. | 40 feet

81-100 | 6 ft. x 9 ft. | 800 lb. | 30 feet

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.

Source: Dungeon Master's Guide p. 157

Carriage

Type

Adventuring Gear

Weight

600

Description

If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Source: Player's Handbook p. 157

Value

100

Cart

Type

Adventuring Gear

Weight

200

Description

If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Source: Player's Handbook p. 157

Value

15

Cartographer's Map Case

Type

Wondrous Item

Magic

Yes

Details

common

Description

Map of Shortcuts. At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer's map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer's map case noting a relevant shortcut. Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest.

Map of the Moment. Starting at rank 3, you can use an action to make a DC 15 Wisdom (Perception) check and search your cartographer's map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later.

d8 | Landmark

1 | The Ancient Sarcophagus of Gerald Smith

2 | A tree labeled "This tree"

3 | "The Last Resting Place of My Rich Brother that is Also a Bear Cave"

4 | A range of peaks known as the Slightly Wobbly Spires

5 | An ever-flowing, nonmagical spigot of pure, clear water in the middle of nowhere

6 | A cave filled with screaming bioluminescent worms

7 | The most haunted forest for ten miles in any direction

8 | A huge pile of rocks with no other rocks within sight

Source: Acquisitions Incorporated p. 20

Cartographer's Tools

Type

Adventuring Gear

Weight

6

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.

Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.

Components: Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.

Arcana, History, Religion: You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.

Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.

Survival: Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.

Craft a Map: While traveling, you can draw a map as you go in addition to engaging in other activity.

Source: Player's Handbook p. 154

Value

15

Carved bone statuette

Type

Treasure

Value

25

Description

Source: Dungeon Master's Guide p. 134

Carved harp of exotic wood with ivory inlay and zircon gems

Type

Treasure

Value

750

Description

Source: Dungeon Master's Guide p. 135

Carved ivory statuette

Type

Treasure

Value

250

Description

Source: Dungeon Master's Guide p. 135

Cast-Off Breastplate

Type

Medium Armor

Magic

Yes

Details

common

Weight

20

Description

You can doff this armor as an action.

Source: Xanathar's Guide to Everything p. 136

Armor Class

14

Cast-Off Chain Mail

Type

Heavy Armor

Magic

Yes

Details

common

Weight

55

Description

You can doff this armor as an action.

Source: Xanathar's Guide to Everything p. 136

Armor Class

16

Strength

13

Stealth

1

Cast-Off Chain Shirt

Type

Medium Armor

Magic

Yes

Details

common

Weight

20

Description

You can doff this armor as an action.

Source: Xanathar's Guide to Everything p. 136

Armor Class

13

Cast-Off Half Plate Armor

Type

Medium Armor

Magic

Yes

Details

common

Weight

40

Description

You can doff this armor as an action.

Source: Xanathar's Guide to Everything p. 136

Armor Class

15

Stealth

1

Cast-Off Hide Armor

Type

Medium Armor

Magic

Yes

Details

common

Weight

12

Description

You can doff this armor as an action.

Source: Xanathar's Guide to Everything p. 136

Armor Class

12

Cast-Off Leather Armor

Type

Light Armor

Magic

Yes

Details

common

Weight

10

Description

You can doff this armor as an action.

Source: Xanathar's Guide to Everything p. 136

Armor Class

11

Cast-Off Padded Armor

Type

Light Armor

Magic

Yes

Details

common

Weight

8

Description

You can doff this armor as an action.

Source: Xanathar's Guide to Everything p. 136

Armor Class

11

Stealth

1

Cast-Off Plate Armor

Type

Heavy Armor

Magic

Yes

Details

common

Weight

65

Description

You can doff this armor as an action.

Source: Xanathar's Guide to Everything p. 136

Armor Class

18

Strength

15

Stealth

1

Cast-Off Ring Mail

Type

Heavy Armor

Magic

Yes

Details

common

Weight

40

Description

You can doff this armor as an action.

Source: Xanathar's Guide to Everything p. 136

Armor Class

14

Stealth

1

Cast-Off Scale Mail

Type

Medium Armor

Magic

Yes

Details

common

Weight

45

Description

You can doff this armor as an action.

Source: Xanathar's Guide to Everything p. 136

Armor Class

14

Stealth

1

Cast-Off Splint Armor

Type

Heavy Armor

Magic

Yes

Details

common

Weight

60

Description

You can doff this armor as an action.

Source: Xanathar's Guide to Everything p. 136

Armor Class

17

Strength

15

Stealth

1

Cast-Off Studded Leather Armor

Type

Light Armor

Magic

Yes

Details

common

Weight

13

Description

You can doff this armor as an action.

Source: Xanathar's Guide to Everything p. 136

Armor Class

12

Cataclysm Bolts

Type

Ammunition

Magic

Yes

Weight

0.075

Details

very rare

Description

These steel crossbow bolts were first created by the Jaggenstrike Clan during the Scattered War, and the secret to crafting them remains well guarded by the Houses of Kraghammer. Cataclysm bolts are usually kept in sets of ten, though anyone who holds even one can feel it thrumming with magical power. When you hit with an attack using a cataclysm bolt, the attack deals normal damage. Then roll a d6 on the following table to determine its additional effect.

Cataclysm Bolt Effects | d6 Effect

1-2 | The bolt explodes in a blast of fire, dealing 3d8 fire damage to the target and each creature within 5 feet of it.

3-4 | The bolt freezes the air around the target into jagged ice. The target and each creature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 1d10 cold damage and be restrained until the end of your next turn.

5 | The bolt releases a pulse of necrotic energy. The target takes 2d6 necrotic damage and must succeed on a DC 16 Strength saving throw or be stunned until the end of your next turn.

6 | The bolt shatters to unleash a burst of shrapnel. Make six additional ranged attacks against the target, each of which has a +7 attack bonus and deals 1d6 piercing damage on a hit.

Once the bolt hits, the enchantment ends and it becomes a normal piece of ammunition.

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

Cauldron of Plenty

Type

Wondrous Item

Magic

Yes

Details

rare

Weight

50

Description

This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3 and a half feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.

If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron. then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.

The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.

Source: Icewind Dale: Rime of the Frostmaiden p. 314

Cauldron Of Rebirth

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement by a druid or warlock)

Description

This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spell casting focus for your spells, and it functions as a suitable component for the scrying spell. When you finish a long rest, you can use the cauldron to create a potion of greater healing. The potion lasts for 24 hours, then loses its magic if not consumed.

As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.

If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can't be used again for 7 days.

Source: Tasha's Cauldron of Everything p. 122

Censer of Controlling Air Elementals

Type

Wondrous Item

Magic

Yes

Details

rare

Weight

1

Description

While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

Source: Dungeon Master's Guide p. 158

Ceremonial electrum dagger with a black pearl in the pommel

Type

Treasure

Value

750

Description

Source: Dungeon Master's Guide p. 135

Chain (10 feet)

Type

Adventuring Gear

Weight

10

Description

A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

Source: Player's Handbook p. 151

Value

5

Chain Barding

Type

Adventuring Gear

Weight

110

Description

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

Chain barding provides a mount with an AC of 16, and reduces the mount's speed by 10 feet unless its Strength score is 13 or better. The mount makes Dexterity (Stealth) checks with disadvantage.

Source: Player's Handbook p. 157

Value

200

Chain Mail

Type

Heavy Armor

Weight

55

Description

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Source: Player's Handbook p. 145

Value

75

Armor Class

16

Strength

13

Stealth

1

Chain Mail +1

Type

Heavy Armor

Magic

Yes

Details

rare

Weight

55

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

16

Strength

13

Stealth

1

Chain Mail +2

Type

Heavy Armor

Magic

Yes

Details

very rare

Weight

55

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

16

Strength

13

Stealth

1

Chain Mail +3

Type

Heavy Armor

Magic

Yes

Details

legendary

Weight

55

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

16

Strength

13

Stealth

1

Chain Mail of Acid Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

55

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

16

Strength

13

Stealth

1

Chain Mail of Cold Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

55

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

16

Strength

13

Stealth

1

Chain Mail of Fire Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

55

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

16

Strength

13

Stealth

1

Chain Mail of Force Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

55

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

16

Strength

13

Stealth

1

Chain Mail of Gleaming

Type

Heavy Armor

Magic

Yes

Details

common

Weight

55

Description

This armor never gets dirty.

Source: Xanathar's Guide to Everything p. 136

Armor Class

17

Strength

13

Stealth

1

Chain Mail of Lightning Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

55

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

16

Strength

13

Stealth

1

Chain Mail of Necrotic Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

55

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

16

Strength

13

Stealth

1

Chain Mail of Poison Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

55

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

16

Strength

13

Stealth

1

Chain Mail of Psychic Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

55

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

16

Strength

13

Stealth

1

Chain Mail of Radiant Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

55

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

16

Strength

13

Stealth

1

Chain Mail Of Safeguarding

Type

Heavy Armor

Magic

Yes

Details

very rare (requires attunement)

Weight

55

Description

Set in the center of this armor's chest is a citrine engraved with the shield rune.

While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level.

Invoking the Rune. As an action, you can invoke the armor's rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn.

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

Armor Class

16

Strength

13

Stealth

1

Chain Mail of the Fallen

Type

Heavy Armor

Magic

Yes

Weight

55

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.

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Source: The Book of Many Things p. 65

Armor Class

16

Strength

13

Stealth

1

Chain Mail of Thunder Resistance

Type

Heavy Armor

Magic

Yes

Details

rare (requires attunement)

Weight

55

Description

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

Source: Dungeon Master's Guide p. 152

Armor Class

16

Strength

13

Stealth

1

Chain Mail of Weightlessness

Type

Heavy Armor

Magic

Yes

Weight

55

Details

uncommon (requires attunement)

Description

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

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

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Source: The Book of Many Things p. 65

Armor Class

16

Strength

13

Stealth

1

Chain Shirt

Type

Medium Armor

Weight

20

Description

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Source: Player's Handbook p. 144

Value

50

Armor Class

13