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7 categories

Items

2565 of 2565 entries · Showing 401–450

Clockwork Ring Mail

Type

Heavy Armor

Magic

Yes

Weight

40

Details

very rare (requires attunement)

Description

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.

This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.

Source: The Book of Many Things p. 67

Armor Class

14

Stealth

1

Clockwork Splint Armor

Type

Heavy Armor

Magic

Yes

Weight

60

Details

very rare (requires attunement)

Description

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.

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Source: The Book of Many Things p. 67

Armor Class

17

Strength

15

Stealth

1

Cloth-of-gold vestments

Type

Treasure

Value

25

Description

Source: Dungeon Master's Guide p. 134

Clothes of Mending

Type

Wondrous Item

Magic

Yes

Details

common

Description

This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.

Source: Xanathar's Guide to Everything p. 137

Club

Type

Melee Weapon

Weight

2

Description

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

Proficiency: simple, club

Source: Player's Handbook p. 149

Value

0.1

Damage

1d4

Damage Type

Bludgeoning

Properties

L

Club +1

Type

Melee Weapon

Magic

Yes

Details

uncommon

Weight

2

Description

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

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

Proficiency: simple, club

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Damage

1d4

Damage Type

Bludgeoning

Properties

L

Club +2

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

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

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

Proficiency: simple, club

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

1d4

Damage Type

Bludgeoning

Properties

L

Club +3

Type

Melee Weapon

Magic

Yes

Details

very rare

Weight

2

Description

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

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

Proficiency: simple, club

Source: Dungeon Master's Guide p. 213

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d4

Damage Type

Bludgeoning

Properties

L

Club Of Agonizing Paralysis

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

You have a +3 bonus to attack and damage rolls made with this magic weapon. When this weapon reduces a creature to 0 hit points, the creature doesn't die. Instead, infernal runes appear as if carved into their flesh and they're healed to 1 hit point. They now have the paralyzed condition until the condition is removed by a Lesser Restoration spell or similar magic. When the condition is removed, the runes disappear. At the start of each of their turns while they're paralyzed, the creature suffers immense pain and gains a level of exhaustion.

Proficiency: simple, club

Source: Chains of Asmodeus p. 271

Damage

1d4

Damage Type

Bludgeoning

Properties

L

Modifier

weapon attacks +3

Category

bonus

weapon damage +3

Category

bonus

Club of Certain Death

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Properties

L

Damage

1d4

Damage Type

Bludgeoning

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

Club of Warning

Type

Melee Weapon

Magic

Yes

Details

uncommon (requires attunement)

Weight

2

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.

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

Proficiency: simple, club

Source: Dungeon Master's Guide p. 213

Damage

1d4

Damage Type

Bludgeoning

Properties

L

Coat of the Crest

Type

Wondrous Item

Magic

Yes

Details

rare (requires attunement)

Description

This exquisite brocade coat is cut in a long, high-collared style popular among nobles of the Clovis Concord—a nation on the west coast of Wildemount whose stylish fashion is often mimicked in Tal'Dorei. Its shimmering lining hints at its magical properties. You gain a +1 bonus to AC while wearing this coat, which can be worn over light armor.

Additionally, the coat has 3 charges and regains 1d3 expended charges daily at dawn. When you are the target of an attack while wearing this coat, you can spend 1 charge as a reaction to gain resistance to one type of damage from the triggering attack. This resistance is effective against the triggering attack and lasts until the start of your next turn.

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

Modifier

ac +1

Category

bonus

Cobbler's Tools

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.

Although the cobbler's trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.

Components: Cobbler's tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.

Arcana, History: Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.

Investigation: Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.

Maintain Shoes: As part of a long rest, you can repair your companions' shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.

Craft Hidden Compartment: With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.

Source: Player's Handbook p. 154

Value

5

Coiling Grasp Tattoo

Type

Wondrous Item

Magic

Yes

Details

uncommon (requires attunement)

Description

Produced by a special needle, this magic tattoo has long intertwining designs.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.

Source: Tasha's Cauldron of Everything p. 123

Dice Rolls

3d6

Coin of Delving

Type

Wondrous Item

Magic

Yes

Details

common

Description

This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.

Source: Explorer's Guide to Wildemount p. 266

Cold Weather Clothing

Type

Adventuring Gear

Weight

5

Value

10

Description

This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves.

As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold (see "Extreme Cold," page 11).

Source: Icewind Dale: Rime of the Frostmaiden p. 20

Common Clothes

Type

Adventuring Gear

Weight

3

Description

Source: Player's Handbook p. 150

Value

0.5

Component Pouch

Type

Adventuring Gear

Weight

2

Description

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

Source: Player's Handbook p. 151

Value

25

Conch of Teleportation

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Description

This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2 1/2 feet long and weighs 20 pounds.

As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn.

Source: Storm King's Thunder p. 236

Concussion Grenade

Type

Wondrous Item

Description

As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking (6d6) force damage on a failed save or half as much damage on a successful one.

Source: Quests from the Infinite Staircase p. 190

Condemner

Type

Ranged Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

18

Description

This shadow-touched hand crossbow once served as the weapon of choice for the legendary assassin Todora. Though few know this, Condemner is now in the possession of an equally infamous assassin named Ixrattu Khar (see her statistics in chapter 6).

Dormant

When Condemner is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d4 poison damage.

Additionally, if you hit with an attack using this weapon, you can activate one of the following effects instead of dealing damage:

• You cast fog cloud centered on the target's space.

• You cast silence centered on the target's space. When an effect is used, it can't be used again until you finish a short or long rest.

Awakened

When Condemner reaches an awakened state, you gain the following benefits:

• The weapon's bonus to attack and damage rolls increases to +2.

• The extra poison damage dealt by the weapon increases to 1d6.

• You gain an additional effect that can be triggered in place of dealing damage when you hit with an attack: You cast hold person on the target (save DC 15). This effect can't be used again until you finish a short or long rest.

Exalted

When Condemner reaches an exalted state, you gain the following benefits:

• The weapon's bonus to attack and damage rolls increases to +3.

• The extra poison damage dealt by the weapon increases to 1d8.

• The save DC for the weapon's hold person spell increases to 17.

• You gain an additional effect that can be triggered in place of damage when you hit with an attack: You cast the blight spell on the target (save DC 17). This effect can't be used again until you finish a short or long rest.

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.

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

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.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, heavy crossbow

Source: Tal'Dorei Campaign Setting: Reborn p. 204

Modifier

ranged attacks +1

Category

bonus

ranged damage +1

Category

bonus

Damage

1d10

Damage Type

Piercing

Properties

M,A,H,LD,2H

Range

100/400

Condensed Order

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

Condensed Order is a silvery powder that can be extracted from those of a lawful persuasion. Devils bound for the warfronts of Avernus take flasks and snuff boxes of the stuff to fortify themselves against exposure to the raw chaos of demons. Taking the substance requires an action and makes you immune to the flesh warping feature of demonic ichor. It also gives you advantage on saving throws against any effect from a demonic source. These benefits last for 8 hours.

Source: Chains of Asmodeus p. 267

Constantori's Portrait

Type

Wondrous Item

Magic

Yes

Details

very rare (requires attunement)

Weight

15

Description

This painting by famed artist Dkesii Kwan depicts Constantori, a beautiful courtier, who was paid a staggering sum to be Dkesii's model. Whether Constantori's actual appearance matches the painting remains a subject of debate. The portrait is one of several paintings commissioned by the late Daiyani Grysthorn, a crime lord who frequently gave magical paintings as gifts to her most esteemed associates.

Sentience. Constantori's Portrait is a sentient, lawful evil item with an Intelligence score of 14, a Wisdom score of 12, and a Charisma score of 8. It can hear within a range of 120 feet and has darkvision within a range of 60 feet, but it can't see anything behind itself.

The painting can converse in Common, Draconic, and Elvish as if it were a living person, though Constantori's mouth doesn't move. Whenever conversation occurs within the portrait's auditory range, the painting eagerly gathers secrets, the names of secret tellers, significant events, or any political conversations.

Personality. Constantori's Portrait is demanding, condescending, and vain. It doesn't like being covered or placed out of sight, and it loudly condemns anyone who tries to remove it from its gold-leaf frame.

Wealth of Information. The painting's primary purpose is to observe and recall conversations. Over the past few decades, Constantori's Portrait has quietly observed countless conversations and now possesses an unquantifiable amount of lore—everything from criminal conspiracies to secret passwords. The DM decides what the painting knows and what it doesn't.

While attuned to the painting, you can take an action to telepathically contact it over any distance, provided you and the painting are on the same plane of existence. The painting can't telepathically contact you, however. Maintaining telepathic contact with the painting requires your concentration (as if concentrating on a spell).

Guardian Portrait. While you are attuned to the painting, you can command it to guard its location against one or more creatures you identify as the painting's enemies. The painting performs this function until you command it to stop or until your attunement to the painting ends.

The painting has 3 charges. When a creature the painting identifies as its enemy starts its turn in a space the painting can see, the painting expends 1 of its charges to cast magic missile (3 missiles), targeting that creature. The painting regains all expended charges daily at dawn.

The painting is a Small object with AC 12, 20 hit points, and immunity to poison damage. In its gold-leaf frame, the painting weighs 15 pounds. If the painting has at least 1 hit point and is targeted by a mending spell, it regains 2d6 hit points.

Source: Keys from the Golden Vault p. 101

Cook's Utensils

Type

Adventuring Gear

Weight

8

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.

Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.

Components: Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.

History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.

Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.

Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.

Prepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.

Source: Player's Handbook p. 154

Value

1

Copper (cp)

Type

Treasure

Weight

0.02

Description

Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).

With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.

One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.

One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.

In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.

A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

Source: Player's Handbook p. 143

Copper chalice with silver filigree

Type

Treasure

Value

25

Description

Source: Dungeon Master's Guide p. 134

Copper 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 acid damage.

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

Coral

Type

Treasure

Value

100

Description

opaque crimson

Source: Dungeon Master's Guide p. 134

Corecut Dagger

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

1

Description

This dark metal blade bends in a wicked, hooked curve. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, you can spend 1 Hit Die to deal an extra 3d6 necrotic damage.

Curse. This weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the dagger curses you until you are targeted by the remove curse spell or similar magic; disposing of the dagger fails to end the curse. While cursed, whenever you receive magical healing, you must spend 1 Hit Die to regain any hit points. If you spend all your Hit Dice at any point, you die.

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: Tal'Dorei Campaign Setting: Reborn p. 195

Modifier

weapon attacks +1

Category

bonus

weapon damage +1

Category

bonus

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Corpse Slayer Battleaxe

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

4

Properties

V

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Blowgun

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

1

Properties

A,LD

Damage

1

Damage Type

Piercing

Range

25/100

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Club

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Properties

L

Damage

1d4

Damage Type

Bludgeoning

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Dagger

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

1

Properties

F,L,T

Damage

1d4

Damage Type

Piercing

Range

20/60

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Dart

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

0.25

Properties

F,T

Damage

1d4

Damage Type

Piercing

Range

20/60

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

6

Properties

S,2H

Damage

2d4

Damage Type

Slashing

Description

Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d4

2d4

1d8

Corpse Slayer Flail

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Damage

1d8

Damage Type

Bludgeoning

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Glaive

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

6

Properties

H,R,2H

Damage

1d10

Damage Type

Slashing

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Greataxe

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

7

Properties

H,2H

Damage

1d12

Damage Type

Slashing

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Greatclub

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

10

Properties

2H

Damage

1d8

Damage Type

Bludgeoning

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Greatsword

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

6

Properties

H,2H

Damage

2d6

Damage Type

Slashing

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Halberd

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

6

Properties

H,R,2H

Damage

1d10

Damage Type

Slashing

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Hand Crossbow

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

3

Properties

A,L,LD

Damage

1d6

Damage Type

Piercing

Range

30/120

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Handaxe

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Properties

L,T

Damage

1d6

Damage Type

Slashing

Range

20/60

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Heavy Crossbow

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

18

Properties

A,H,LD,2H

Damage

1d10

Damage Type

Piercing

Range

100/400

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Javelin

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Properties

T

Damage

1d6

Damage Type

Piercing

Range

30/120

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Lance

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

6

Properties

R,S

Damage

1d12

Damage Type

Piercing

Description

Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Light Crossbow

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

5

Properties

A,LD,2H

Damage

1d8

Damage Type

Piercing

Range

80/320

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Light Hammer

Type

Melee Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Properties

L,T

Damage

1d4

Damage Type

Bludgeoning

Range

20/60

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Light Repeating Crossbow

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

5

Properties

A,2H

Damage

1d8

Damage Type

Piercing

Range

40/160

Description

This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

Corpse Slayer Longbow

Type

Ranged Weapon

Magic

Yes

Details

rare (requires attunement)

Weight

2

Properties

A,H,2H

Damage

1d8

Damage Type

Piercing

Range

150/600

Description

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

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Source: Explorer's Guide to Wildemount p. 266

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8