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
13
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2565 of 2565 entries · Showing 351–400
Medium Armor
Yes
rare
20
You have a +1 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
ac +1
bonus
13
Medium Armor
Yes
very rare
20
You have a +2 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
ac +2
bonus
13
Medium Armor
Yes
legendary
20
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152
ac +3
bonus
13
Medium Armor
Yes
rare (requires attunement)
20
You have resistance to acid damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
13
Medium Armor
Yes
rare (requires attunement)
20
You have resistance to cold damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
13
Medium Armor
Yes
rare (requires attunement)
20
You have resistance to fire damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
13
Medium Armor
Yes
rare (requires attunement)
20
You have resistance to force damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
13
Medium Armor
Yes
20
uncommon
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.
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: The Book of Many Things p. 65
13
Medium Armor
Yes
common
20
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136
14
Medium Armor
Yes
rare (requires attunement)
20
You have resistance to lightning damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
13
Medium Armor
Yes
rare (requires attunement)
20
You have resistance to necrotic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
13
Medium Armor
Yes
rare (requires attunement)
20
You have resistance to poison damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
13
Medium Armor
Yes
rare (requires attunement)
20
You have resistance to psychic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
13
Medium Armor
Yes
rare (requires attunement)
20
You have resistance to radiant damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
13
Medium Armor
Yes
20
uncommon (requires attunement)
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, 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: The Book of Many Things p. 65
13
Medium Armor
Yes
rare (requires attunement)
20
You have resistance to thunder damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
13
Medium Armor
Yes
20
uncommon (requires attunement)
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, 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: The Book of Many Things p. 65
13
Treasure
50
opaque white
Source: Dungeon Master's Guide p. 134
Adventuring Gear
Source: Player's Handbook p. 150
0.01
Adventuring Gear
100
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
250
Wondrous Item
Yes
common (requires attunement)
Whenever you roll this six-sided die, you can control which number it rolls.
Source: Xanathar's Guide to Everything p. 136
Wondrous Item
Yes
rare (requires attunement)
This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor. and attitude of plants. The charm regains all expended charges at dawn each day.
Source: Ghosts of Saltmarsh p. 229
Adventuring Gear
25
A chest holds 12 cubic feet or 300 pounds of gear.
Source: Player's Handbook p. 153
5
Wondrous Item
Yes
25
common
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2 1/2 feet long, 1 1/2 feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
Source: Waterdeep: Dungeon of the Mad Mage p. 139
Wondrous Item
Yes
very rare
This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the Banishment spell (spell save DC 20). If the target of the spell has 50 hit points or fewer, it automatically fails its saving throw. Once the chime has been used to cast the spell, it can't be used this way again until the next dawn.
Source: Vecna: Eve of Ruin p. 46
Wondrous Item
Yes
rare
1
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time it cracks and becomes useless.
Source: Dungeon Master's Guide p. 158
Wondrous Item
Yes
rare
This magic rose comes in one of five colors, as noted in the Chromatic Roses table. While a rose is held, it gains a harmless visual effect as indicated on the table.
While holding the rose by its stem, you gain resistance to damage of the type associated with the rose's color. If you would take more than 10 damage of this type from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.
As an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, as dictated by the rose's damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 damage of the appropriate type on a failed save, or half as much damage on a successful one. Using this property destroys the rose.
Color | Visual Effect | Damage Type
Black | Drips acid | Acid
Blue | Crackles with lightning | Lightning
Green | Issues green gas | Poison
Red | Wreathed in fire | Fire
White | Covered in frost | Cold
Source: The Wild Beyond the Witchlight p. 208
3d10
Wondrous Item
Yes
very rare (requires attunement)
While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don't know. You subsequently know that language while attuned to the device.
Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
Fate Swap. As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature's turn, or can take an action immediately even though it isn't the creature's turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
Source: Acquisitions Incorporated p. 220
intelligence saving throw +1
saving throw
Treasure
100
transparent yellow-green to pale green
Source: Dungeon Master's Guide p. 134
Treasure
50
translucent green
Source: Dungeon Master's Guide p. 134
Wondrous Item
Yes
legendary (requires attunement by a creature of non-good alignment)
When you don this circlet of gnarled onyx, black barbs dig into your head, imparting power to you as the circlet twists your appearance to amuse the Spider Queen. The current resting place of the Circlet of Barbed Vision is unknown, but rumor has it that a spectral assassin known as the Inevitable End seeks this relic.
Dormant
While the Circlet of Barbed Vision is in a dormant state, you have advantage on initiative rolls while you wear it, but your Charisma score decreases by 2. Your Charisma score returns to normal if you remove the circlet, but you take 4d6 psychic damage when you do so.
Additionally, when you make an attack roll, you can use your reaction to gain a +5 bonus to the roll. You make this choice after you see the roll, but before the GM says whether the attack hits or misses. You can't use this property again until you finish a short or long rest.
Awakened
When the Circlet of Barbed Vision reaches an awakened state, you gain the following benefits:
• You have resistance to poison damage, and you are immune to the poisoned condition.
• Your ability to gain a bonus to an attack roll can be used twice between rests.
Exalted
When the Circlet of Barbed Vision reaches an exalted state, you gain the following benefits:
• You are immune to poison damage.
• You have truesight out to a range of 60 feet.
• Your ability to gain a bonus to an attack roll can be used three times between rests.
Source: Tal'Dorei Campaign Setting: Reborn p. 203
charisma -2
ability score
Wondrous Item
Yes
uncommon
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
Source: Dungeon Master's Guide p. 158
1d20+5
Wondrous Item
Yes
uncommon (requires attunement by a humanoid)
The circlet transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size, the wearer's statistics and racial traits don't change, nor do items worn or carried by the wearer. Removing the circlet ends the effect.
Source: Waterdeep: Dungeon of the Mad Mage p. 30
Treasure
50
transparent pale yellow-brown
Source: Dungeon Master's Guide p. 134
Wondrous Item
Yes
rare (requires attunement)
This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties.
Wyrmslayer: As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn.
Wyrm Shield: While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon.
Wyrm Ward: You can transfer the claw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property:
While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.
Source: Storm King's Thunder p. 235
Wondrous Item
Yes
rare
These heavy gauntlets of brown iron are forged in the shape an umber hulk's claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.
You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal)
While wearing the claws, you can't manipulate objects or cast spells with somatic components
Source: Princes of the Apocalypse p. 222, Infernal Machine Rebuild p. 94
Wondrous Item
Yes
common
A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.
Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.
Source: Eberron: Rising from the Last War p. 276
Adventuring Gear
12
A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.
Source: Player's Handbook p. 151
25
Wondrous Item
Yes
very rare (requires attunement)
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
• You have resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
• You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
Source: Dungeon Master's Guide p. 158
Wondrous Item
Yes
common
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Source: Xanathar's Guide to Everything p. 136
Wondrous Item
Yes
rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Source: Dungeon Master's Guide p. 158
Wondrous Item
Yes
uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Source: Dungeon Master's Guide p. 158
Wondrous Item
Yes
legendary (requires attunement)
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Source: Dungeon Master's Guide p. 158
Wondrous Item
Yes
common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Source: Xanathar's Guide to Everything p. 136
Wondrous Item
Yes
uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Source: Dungeon Master's Guide p. 159
ac +1
bonus
saving throws +1
bonus
Wondrous Item
Yes
rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Source: Dungeon Master's Guide p. 159
Wondrous Item
Yes
uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Source: Dungeon Master's Guide p. 159
Wondrous Item
Yes
common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.
Source: Xanathar's Guide to Everything p. 137
Heavy Armor
Yes
55
very rare (requires attunement)
The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus.
The armor has 4 charges. If you make a d20 roll while wearing this armor, you can expend 1 charge to change the number rolled to a 10. The armor regains 1d4 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. 67
16
13
1
Heavy Armor
Yes
65
very rare (requires attunement)
The outside surface and internal joints of this armor whir with interlocking gears, drawing on the orderly magic of the plane of Mechanus.
The armor has 4 charges. If you make a d20 roll while wearing this armor, you can expend 1 charge to change the number rolled to a 10. The armor regains 1d4 expended charges daily at dawn.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Source: The Book of Many Things p. 67
18
15
1